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+// Copyright (c) 2011 The Native Client Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+/**
+ * @fileoverview Implement a virtual trackball in the tumbler.Trackball
+ * class. This class maps 2D mouse events to 3D rotations by simulating a
+ * trackball that you roll by dragging the mouse. There are two principle
+ * methods in the class: startAtPointInFrame which you use to begin a trackball
+ * simulation and rollToPoint, which you use while dragging the mouse. The
+ * rollToPoint method returns a rotation expressed as a quaternion.
+ */
+
+
+// Requires tumbler.Application
+// Requires tumbler.DragEvent
+// Requires tumbler.Vector3
+
+/**
+ * Constructor for the Trackball object. This class maps 2D mouse drag events
+ * into 3D rotations by simulating a trackball. The idea is to simulate
+ * clicking on the trackball, and then rolling it as you drag the mouse.
+ * The math behind the trackball is simple: start with a vector from the first
+ * mouse-click on the ball to the center of the 3D view. At the same time, set
+ * the radius of the ball to be the smaller dimension of the 3D view. As you
+ * drag the mouse around in the 3D view, a second vector is computed from the
+ * surface of the ball to the center. The axis of rotation is the cross
+ * product of these two vectors, and the angle of rotation is the angle between
+ * the two vectors.
+ * @constructor
+ */
+tumbler.Trackball = function() {
+ /**
+ * The square of the trackball's radius. The math never looks at the radius,
+ * but looks at the radius squared.
+ * @type {number}
+ * @private
+ */
+ this.sqrRadius_ = 0;
+
+ /**
+ * The 3D vector representing the point on the trackball where the mouse
+ * was clicked. Default is pointing stright through the center of the ball.
+ * @type {Object}
+ * @private
+ */
+ this.rollStart_ = new tumbler.Vector3(0, 0, 1);
+
+ /**
+ * The 2D center of the frame that encloses the trackball.
+ * @type {!Object}
+ * @private
+ */
+ this.center_ = { x: 0, y: 0 };
+
+ /**
+ * Cached camera orientation. When a drag START event happens this is set to
+ * the current orientation in the calling view's plugin. The default is the
+ * identity quaternion.
+ * @type {Array.<number>}
+ * @private
+ */
+ this.cameraOrientation_ = [0, 0, 0, 1];
+};
+
+/**
+ * Compute the dimensions of the virtual trackball to fit inside |frameSize|.
+ * The radius of the trackball is set to be 1/2 of the smaller of the two frame
+ * dimensions, the center point is at the midpoint of each side.
+ * @param {!goog.math.Size} frameSize 2D-point representing the size of the
+ * element that encloses the virtual trackball.
+ * @private
+ */
+tumbler.Trackball.prototype.initInFrame_ = function(frameSize) {
+ // Compute the radius of the virtual trackball. This is 1/2 of the smaller
+ // of the frame's width and height.
+ var halfFrameSize = 0.5 * Math.min(frameSize.width, frameSize.height);
+ // Cache the square of the trackball's radius.
+ this.sqrRadius_ = halfFrameSize * halfFrameSize;
+ // Figure the center of the view.
+ this.center_.x = frameSize.width * 0.5;
+ this.center_.y = frameSize.height * 0.5;
+};
+
+/**
+ * Method to convert (by translation) a 2D client point from a coordinate space
+ * with origin in the lower-left corner of the client view to a space with
+ * origin in the center of the client view. Use this method before mapping the
+ * 2D point to he 3D tackball point (see also the projectOnTrackball_() method).
+ * Call the startAtPointInFrame before calling this method so that the
+ * |center_| property is correctly initialized.
+ * @param {!Object} clientPoint map this point to the coordinate space with
+ * origin in thecenter of the client view.
+ * @return {Object} the converted point.
+ * @private
+ */
+tumbler.Trackball.prototype.convertClientPoint_ = function(clientPoint) {
+ var difference = { x: clientPoint.x - this.center_.x,
+ y: clientPoint.y - this.center_.y }
+ return difference;
+};
+
+/**
+ * Method to map a 2D point to a 3D point on the virtual trackball that was set
+ * up using the startAtPointInFrame method. If the point lies outside of the
+ * radius of the virtual trackball, then the z-coordinate of the 3D point
+ * is set to 0.
+ * @param {!Object.<x, y>} point 2D-point in the coordinate space with origin
+ * in the center of the client view.
+ * @return {tumbler.Vector3} the 3D point on the virtual trackball.
+ * @private
+ */
+tumbler.Trackball.prototype.projectOnTrackball_ = function(point) {
+ var sqrRadius2D = point.x * point.x + point.y * point.y;
+ var zValue;
+ if (sqrRadius2D > this.sqrRadius_) {
+ // |point| lies outside the virtual trackball's sphere, so use a virtual
+ // z-value of 0. This is equivalent to clicking on the horizontal equator
+ // of the trackball.
+ zValue = 0;
+ } else {
+ // A sphere can be defined as: r^2 = x^2 + y^2 + z^2, so z =
+ // sqrt(r^2 - (x^2 + y^2)).
+ zValue = Math.sqrt(this.sqrRadius_ - sqrRadius2D);
+ }
+ var trackballPoint = new tumbler.Vector3(point.x, point.y, zValue);
+ return trackballPoint;
+};
+
+/**
+ * Method to start up the trackball. The trackball works by pretending that a
+ * ball encloses the 3D view. You roll this pretend ball with the mouse. For
+ * example, if you click on the center of the ball and move the mouse straight
+ * to the right, you roll the ball around its Y-axis. This produces a Y-axis
+ * rotation. You can click on the "edge" of the ball and roll it around
+ * in a circle to get a Z-axis rotation.
+ * @param {!Object.<x, y>} startPoint 2D-point, usually the mouse-down
+ * point.
+ * @param {!Object.<width, height>} frameSize 2D-point representing the size of
+ * the element that encloses the virtual trackball.
+ */
+tumbler.Trackball.prototype.startAtPointInFrame =
+ function(startPoint, frameSize) {
+ this.initInFrame_(frameSize);
+ // Compute the starting vector from the surface of the ball to its center.
+ this.rollStart_ = this.projectOnTrackball_(
+ this.convertClientPoint_(startPoint));
+};
+
+/**
+ * Method to roll the virtual trackball; call this in response to a mouseDrag
+ * event. Takes |dragPoint| and projects it from 2D mouse coordinates onto the
+ * virtual track ball that was set up in startAtPointInFrame method.
+ * Returns a quaternion that represents the rotation from |rollStart_| to
+ * |rollEnd_|.
+ * @param {!Object.<x, y>} dragPoint 2D-point representing the
+ * destination mouse point.
+ * @return {Array.<number>} a quaternion that represents the rotation from
+ * the point wnere the mouse was clicked on the trackball to this point.
+ * The quaternion looks like this: [[v], cos(angle/2)], where [v] is the
+ * imaginary part of the quaternion and is computed as [x, y, z] *
+ * sin(angle/2).
+ */
+tumbler.Trackball.prototype.rollToPoint = function(dragPoint) {
+ var rollTo = this.convertClientPoint_(dragPoint);
+ if ((Math.abs(this.rollStart_.x - rollTo.x) <
+ tumbler.Trackball.DOUBLE_EPSILON) &&
+ (Math.abs(this.rollStart_.y, rollTo.y) <
+ tumbler.Trackball.DOUBLE_EPSILON)) {
+ // Not enough change in the vectors to roll the ball, return the identity
+ // quaternion.
+ return [0, 0, 0, 1];
+ }
+
+ // Compute the ending vector from the surface of the ball to its center.
+ var rollEnd = this.projectOnTrackball_(rollTo);
+
+ // Take the cross product of the two vectors. r = s X e
+ var rollVector = this.rollStart_.cross(rollEnd);
+ var invStartMag = 1.0 / this.rollStart_.magnitude();
+ var invEndMag = 1.0 / rollEnd.magnitude();
+
+ // cos(a) = (s . e) / (||s|| ||e||)
+ var cosAng = this.rollStart_.dot(rollEnd) * invStartMag * invEndMag;
+ // sin(a) = ||(s X e)|| / (||s|| ||e||)
+ var sinAng = rollVector.magnitude() * invStartMag * invEndMag;
+ // Build a quaternion that represents the rotation about |rollVector|.
+ // Use atan2 for a better angle. If you use only cos or sin, you only get
+ // half the possible angles, and you can end up with rotations that flip
+ // around near the poles.
+ var rollHalfAngle = Math.atan2(sinAng, cosAng) * 0.5;
+ rollVector.normalize();
+ // The quaternion looks like this: [[v], cos(angle/2)], where [v] is the
+ // imaginary part of the quaternion and is computed as [x, y, z] *
+ // sin(angle/2).
+ rollVector.scale(Math.sin(rollHalfAngle));
+ var ballQuaternion = [rollVector.x,
+ rollVector.y,
+ rollVector.z,
+ Math.cos(rollHalfAngle)];
+ return ballQuaternion;
+};
+
+/**
+ * Handle the drag START event: grab the current camera orientation from the
+ * sending view and set up the virtual trackball.
+ * @param {!tumbler.Application} view The view controller that called this
+ * method.
+ * @param {!tumbler.DragEvent} dragStartEvent The DRAG_START event that
+ * triggered this handler.
+ */
+tumbler.Trackball.prototype.handleStartDrag =
+ function(controller, dragStartEvent) {
+ // Cache the camera orientation. The orientations from the trackball as it
+ // rolls are concatenated to this orientation and pushed back into the
+ // plugin on the other side of the JavaScript bridge.
+ controller.setCameraOrientation(this.cameraOrientation_);
+ // Invert the y-coordinate for the trackball computations.
+ var frameSize = { width: controller.offsetWidth,
+ height: controller.offsetHeight };
+ var flippedY = { x: dragStartEvent.clientX,
+ y: frameSize.height - dragStartEvent.clientY };
+ this.startAtPointInFrame(flippedY, frameSize);
+};
+
+/**
+ * Handle the drag DRAG event: concatenate the current orientation to the
+ * cached orientation. Send this final value through to the GSPlugin via the
+ * setValueForKey() method.
+ * @param {!tumbler.Application} view The view controller that called this
+ * method.
+ * @param {!tumbler.DragEvent} dragEvent The DRAG event that triggered this
+ * handler.
+ */
+tumbler.Trackball.prototype.handleDrag =
+ function(controller, dragEvent) {
+ // Flip the y-coordinate so that the 2D origin is in the lower-left corner.
+ var frameSize = { width: controller.offsetWidth,
+ height: controller.offsetHeight };
+ var flippedY = { x: dragEvent.clientX,
+ y: frameSize.height - dragEvent.clientY };
+ controller.setCameraOrientation(
+ tumbler.multQuaternions(this.rollToPoint(flippedY),
+ this.cameraOrientation_));
+};
+
+/**
+ * Handle the drag END event: get the final orientation and concatenate it to
+ * the cached orientation.
+ * @param {!tumbler.Application} view The view controller that called this
+ * method.
+ * @param {!tumbler.DragEvent} dragEndEvent The DRAG_END event that triggered
+ * this handler.
+ */
+tumbler.Trackball.prototype.handleEndDrag =
+ function(controller, dragEndEvent) {
+ // Flip the y-coordinate so that the 2D origin is in the lower-left corner.
+ var frameSize = { width: controller.offsetWidth,
+ height: controller.offsetHeight };
+ var flippedY = { x: dragEndEvent.clientX,
+ y: frameSize.height - dragEndEvent.clientY };
+ this.cameraOrientation_ = tumbler.multQuaternions(this.rollToPoint(flippedY),
+ this.cameraOrientation_);
+ controller.setCameraOrientation(this.cameraOrientation_);
+};
+
+/**
+ * A utility function to multiply two quaterions. Returns the product q0 * q1.
+ * This is effectively the same thing as concatenating the two rotations
+ * represented in each quaternion together. Note that quaternion multiplication
+ * is NOT commutative: q0 * q1 != q1 * q0.
+ * @param {!Array.<number>} q0 A 4-element array representing the first
+ * quaternion.
+ * @param {!Array.<number>} q1 A 4-element array representing the second
+ * quaternion.
+ * @return {Array.<number>} A 4-element array representing the product q0 * q1.
+ */
+tumbler.multQuaternions = function(q0, q1) {
+ // Return q0 * q1 (note the order).
+ var qMult = [
+ q0[3] * q1[0] + q0[0] * q1[3] + q0[1] * q1[2] - q0[2] * q1[1],
+ q0[3] * q1[1] - q0[0] * q1[2] + q0[1] * q1[3] + q0[2] * q1[0],
+ q0[3] * q1[2] + q0[0] * q1[1] - q0[1] * q1[0] + q0[2] * q1[3],
+ q0[3] * q1[3] - q0[0] * q1[0] - q0[1] * q1[1] - q0[2] * q1[2]
+ ];
+ return qMult;
+};
+
+/**
+ * Real numbers that are less than this distance apart are considered
+ * equivalent.
+ * TODO(dspringer): It seems as though there should be a const like this
+ * in Closure somewhere (goog.math?).
+ * @type {number}
+ */
+tumbler.Trackball.DOUBLE_EPSILON = 1.0e-16;